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Modeling and Texturing a Next-Gen Building for Games in 3ds Max
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Released Mar 29, 2016
Brandon Volpe

Guest Tutor

Brandon Volpe
Throughout these lessons we'll cover the modeling and texturing of a next-gen building in 3ds Max and Quixel. We'll start by using a reference photo to create a texture sheet and how to use the grid to make the modular pieces. We'll then go into modeling and making our physically based shaders. Additionally we'll create the normal maps with Quixel's NDO. Finally, we'll light and preview our model and textures in Marmoset Toolbag.
Introduction and Project Overview
1

Introduction and Project Overview

 
01:04
Setting up the Full Building Reference
2

Setting up the Full Building Reference

 
08:58
Determining our Needs for Texture Sheet
3

Determining our Needs for Texture Sheet

 
09:43
Setting up our Texture Sheet
4

Setting up our Texture Sheet

 
08:35
Working on our Texture Sheet
5

Working on our Texture Sheet

 
09:23
Completing our Texture Sheet
6

Completing our Texture Sheet

 
10:13
Learning the Basics of Normal Map Creation
7

Learning the Basics of Normal Map Creation

 
06:58
Making our Normal Maps
8

Making our Normal Maps

 
09:14
Detailing our Sections
9

Detailing our Sections

 
10:35
Creating a 2D Plane and Detaching our Modular Pieces
10

Creating a 2D Plane and Detaching our Modular Pieces

 
08:30
Setting up a Reference Photo in 3ds Max
11

Setting up a Reference Photo in 3ds Max

 
10:12
Creating a 2D Paper Model
12

Creating a 2D Paper Model

 
09:38
Using the Snap Tool
13

Using the Snap Tool

 
09:55
Creating the Top 3D Building Geometry
14

Creating the Top 3D Building Geometry

 
09:13
Creating the Right Side 3D Geometry
15

Creating the Right Side 3D Geometry

 
12:22
Modeling the Columns
16

Modeling the Columns

 
05:52
Creating the Middle of the Building
17

Creating the Middle of the Building

 
09:48
Creating the Left Side 3D Geometry
18

Creating the Left Side 3D Geometry

 
09:58
Creating the Material ID Mask in Photoshop
19

Creating the Material ID Mask in Photoshop

 
11:51
Previewing the Normals and Material ID in Marmoset Toolbag
20

Previewing the Normals and Material ID in Marmoset Toolbag

 
09:53
Importing the Normal Map and the Material ID Map
21

Importing the Normal Map and the Material ID Map

 
09:23
Creating the PBS Textures in Quixel’s DDO
22

Creating the PBS Textures in Quixel’s DDO

 
10:53
Creating all our Materials
23

Creating all our Materials

 
11:00
Setting up our Masks for all Materials
24

Setting up our Masks for all Materials

 
07:49
Creating the Concrete Texture in DDO
25

Creating the Concrete Texture in DDO

 
09:39
Creating the Brass, Copper, and Bronze Textures
26

Creating the Brass, Copper, and Bronze Textures

 
11:14
Creating the Windows Texture
27

Creating the Windows Texture

 
07:24
Adjusting all the Textures in DDO
28

Adjusting all the Textures in DDO

 
06:16
Importing our Model into Marmoset Toolbag
29

Importing our Model into Marmoset Toolbag

 
08:48
Making more Changes to the Geometry
30

Making more Changes to the Geometry

 
07:52
Changes to the Pillar Geometry
31

Changes to the Pillar Geometry

 
09:32
Creating the Sidewalk Geometry and the Flag Poles
32

Creating the Sidewalk Geometry and the Flag Poles

 
11:37
Exporting our Building to Preview it in Marmoset Toolbag
33

Exporting our Building to Preview it in Marmoset Toolbag

 
08:37
Tweaking our Textures
34

Tweaking our Textures

 
07:16
Creating the Lighting in Marmoset Toolbag
35

Creating the Lighting in Marmoset Toolbag

 
09:33
Modifying our Textures to Add More Detail
36

Modifying our Textures to Add More Detail

 
11:32
Finishing the Lighting and Final Touches for Rendering
37

Finishing the Lighting and Final Touches for Rendering

 
13:13
Adjusting the Diffuse Map for a Different Lighting Setup
38

Adjusting the Diffuse Map for a Different Lighting Setup

 
12:10
Making a Rainy Scene and Changing the Lighting
39

Making a Rainy Scene and Changing the Lighting

 
10:21